Hi, I wanted to ask if adding the option of disabling the camera shake could be added to the menu. I overall like most of the new visual effects, but the camera shaking upon impact makes me dizzy to the point of not being able to enjoy the game.
Excellent game. There are lots of games obviously inspired by StS, and this is better than most I've played. The art is a little generic (AI I assume) but nice enough.
A couple of minor points - I did find the status markers (poison, strength etc) a bit hard to read. The symbols are very small and can get a bit lost in the character art. The numbers also tend to disappear into the background in snowy scenes. I 'd also like to see larger text generally, the tooltips are in a very small font.
Overall this is very good. The basic mechanics are not especially original, but are fairly well balanced and implemented. A solid, fun deckbuilder that I can see myself playing a good deal of.
Actually a pretty good game. I was able to beat it in one go, but it's still difficult enough to not need any balance changes. It obviously has a lot of gameplay mechanic inspirations from Slay the Spire, but there's still enough unique content that I can't say that it's stolen.
That said, there are some things I would like to see added. Just like in StS, I would like if you could see what the enemy intent is by hovering over it. It's always a guessing game, especially in boss fights where those intents are unique to the enemy.
But actually other than that, I can't really think of anything else. That's just how good this is. I like the special visuals mechanics you have around taking damage, and choosing different cards to your deck. It's a very nice experience overall, and while it does use AI art everywhere, I can understand it because the game is still good enough with it.
Just keep doing what you are doing, you clearly know what you're good at.
Love the game, funny thing being I just played the undead set all day and came to post a comment only to find the dragon set out already.
Game's really fun already, though a few balancing issues to be had.
Spikes need to be buffed, and poison needs to be nerfed. Tried to make a spike build but I could never survive long enough to bring it to fruition. Spikes are just too inefficient since they deplete so quickly compared to how much they cost. You're better off just attacking instead of using them.
Healing also needs a rework, something like 2 uses before it's banished from play that fight but it also individually heals for more. I forget the name but there's that demon card that brings back all 0 cost cards, and I would use that to farm heals every battle. I still ended up losing to a frog girl that stacked 30 poison on me...
The beast set needs more defensive moves, something like a parry move that when used on an attacking opponent it reduces their dmg whilst dealing dmg. Pierce defense would also work nicely with the theme. A reflexive parry would also work amazingly, where for each attack you reduce the dmg and deal dmg.
Would also be nice to have prestige cards or something. Cheap/weak cards that you can bring into your next runs by removing others. Something like a 0 cost 5 dmg quickswipe attack. The starter deck is just too bloated with cards you want to remove quickly to keep the rng from filling your hand with inefficient cards.
Would also be nice if the mystery events are set to not repeat each other each map. I had a map filled with the pits and lost in them all. Ended up with 3 tentacles in my deck and lost against the boss.
You could also have achievement systems to unlock cursed auras on start that make the game harder but gives some unique bonus. Like enemies regen 1 hp per round, but you heal after each win: 10 for normal/ambush or 25 for elite. Another being you start each fight with 2 strength but also with 5 weak. Similarly 2 shield but 5 fragile. Another is you lose 1 gold each turn but gain 20% more rewards from fights.
I agree with spikes from cards, but because I find it strong enough for enemies, I'll probably just increase the amount and not change how the effect behaves.
I feel like heal cards are strong enough, but I'll consider if I add a "remove X poison" on top of it. Poison has its place to counter block-decks etc. Every deck needs a weakness or it becomes boring.
I don't think the beast deck needs defensive moves. You can always go for some mystic cards etc. No one forces you to go 100% beast. An attack that also weakens could be fine though, but I'm not sure if it is needed in stage 1.
There are different starting decks for patreons. The free Version will stay with the basic starter deck for now.
There will be new events in stage 3 (they are not added yet). To counter the repeating events, I just need to add more events. This is currently only a time issue, I would love to have more events ;)
Achievements are planned in the future, but not currently. I might add a Cursed-Gamemode or something in the future after the game is finished. Starting relics that change each run will come soon though :)
Enemy spikes are ok since they either have boss lv health or have teammates. Your own spikes though tend to run out before they do anything near as effective as just attacking them even once. Would be nice to be able to run them in the deck outside super late game when you already have everything else needed to stay alive. I don't think they need more spikes though maybe multipurpose them, like something where it also gives you a little bit of block to supplement your strats instead of being the leftover card you use when there's nothing else.
Heals...are rather weak tbh. Unless you're stacking them at every opportunity you just never have enough to keep up since there'll be times you just have to soak up 20+ dmg a turn. That kind of damage would need 3-5 cards to heal back, but that'd ruin deck rng early-mid game.
An antidote would be...ok-ish, but way too situational since only a low percentage of enemies use it, I'd recommend a remedy card or something like that which cleans up debuffs instead. It'd be useful against most enemies since they tend to spam weak, vulnerable, and fragile. There's also the new dragons that use burn. It's better to not pigeon hole cards so that more players can experiment with them in the deck.
A counter move for the beast deck is almost necessary if you go beyond lv 1 difficulty. I find that the enemies just put out way too much damage beyond lv 2 so you're forced to play too defensively, but I really like the beast auras early game.
Event wise I'd say to hardcode a non-repeat, I just had 2 runs in a row where all the events were the mirror. It was nice to find out those auras stack...though also unfortunately in one I then went through a gauntlet of full teams so they all got buffed, haha!
If you're open to suggestions on events you could have an investment aura, where it takes a portion of your reward each time but then gives it back 2x after beating the stage. Another is a vampire event where you feed them hp, and the more you give the stronger a card(s) you get back. There's also the idea of bartering with goblins where you hand over 2 cards or 75 gold and get a random card.
As a side note, it'd be great to have an 'exit to main menu' button somewhere instead of exiting the game outright. I lost quite a bit of progress and still can't quite get it back because that's what I thought the exit button would do.
I'm sooo looking forward to cursed gamemodes! I think the best one would be one for starting with a reduced deck: half the attacks and blocks, no buffs, etc. You start on hardmode but don't have to waste money on culling your deck for a while!
OOH a cursed deck! Where each card comes with a debuff, like attacks give you fragile and blocks weak, but then! You have a card that does something equal to your total debuffs! Cursed decks would be an amazing mechanic of it's own!
For now I increased the spike amount a bit and added the "antidote" to the heal cards. They will now heal for X and remove X poison and X burn. (this will be live in V0.2.6). If it is enough for the spike cards has to be seen. A cleanse Card is already in game and can be used on allies after V0.2.5. But it removes everything, including buffs.
I never had too many same events in a row. Keep in mind, that there are no new events in Stage 3 yet. I like some of your ideas and will take notes for when the time comes and I work on those things ;)
The Exit button should not remove any progress, so I don't quite know what you mean.
When I first unlocked the lv 3 difficulty after much luck, I did a test run but was failing miserably I wanted to try a full mystic build but because the game quits completely I lost all progress back to lv 0-1.
Later I regained it and made a couple lv 3 files, but it seems to never stick around after leaving the game. I even tried running a build up to the boss and quiting there but it won't let me keep the option for lv 3.
Idk why my luck is so terrible though, as the first event I get in a map almost always determines the rest of them. Worst of all is I get the same results each time I try them. Which is nice for a win streak of events, but it's scary for lost streaks.
Maybe you need to reset player preferences and start fresh in the Options -> Analytics. Sounds like it is not working correctly. It should stick around. When the game is finished I definitely will ditch the online Save so it should become more stable, sorry about that.
I have a question, something that isn't really spelled out in game: is there a reason to go for hard fights? Do they drop more gold or better cards? If it's better cards, how much better? Also, could there be a way to know which enemy set they'll be from?
Yes they give more gold and give stronger elite cards. I think they are worth the risk if you are healthy enough. No, the set they are from is random, sorry.
Thanks for the feedback. I don't think the ability from the demon set that obscure your cards for 1-2 turns is too strong. - They use a turn themself - You can still see your cards Targeting - You can check your remaining deck to guess what cards you might have in the hand
Yes the next Versions are uploaded here as well. Unfortunately the visual Transformations Bug was still not fixed in V0.2.3 because I could not find the cause for it. In V0.2.4 I found the issue and it will be resolved there. The bug is happening if you pick a Relic reward that gives or removes Cards from your deck after Stage 1. In case you want to avoid it, pick another relic.
Updates are happening all 1-2 Months (closer to 1 Month usually)
This is really solid for a One Man Dev team. As someone who enjoys 1. NSFW Games 2. Roguelike/lites and 3. DeckBuilders this is a really great start. The mechanic of adding another class to yours is super unique! I don't have a problem with the current AI art (I've seen some bits of the Art from Paetron so I know you've been working towards it), it actually looks better than most AI art I see on some games here. This game reminds me a lot of another indie NSFW DeckBuilder Roguelike game I played 100% and thoroughly enjoyed, called Last Evil which is 3D instead of 2D.
On the constructive side, I have to agree/echo a sentiment I saw in another comment that for an H-Game it feels too static. Needs more aspects to make it more appealing as an H-Game outside of nude art. If you don't want to go in that direction then you need to hard commit to making the deckbuilding in-depth, varied, and unique. Also, the attack animations for enemies could use a little work.
Plan on being a Paetron member for a month soon to get the newest build!
Also side note, do the taverns heal for a % of your max HP or is it a static number? If static it should be a % because when your max HP is 200+ after 2 elite rooms back to back, 25hp healing feels like a slap in the face.
Hey there, thanks for the feedback+support. I'm not the best at animations yet and like you said I'm a 1 man team. I would love to have more porn animations but it currently would take too much time and I don't want to invest that for the AI "placeholder" version.
Yes I know that the game is not perfect yet for the Phone, I'll need to update it at some point (lacking the time currently). if you tap the card in hand during combat it should be a bit better visible (no zoom tho). Thanks for the feedback.
AI art, as many other folks have said, but I will argue that this is the proper use of it. A solo dev using them as placeholders.
I also appreciate the dev taking things in stride instead of getting too flustered. I see a lot of folks giving flak instead of anything productive and it makes me sad.
As for my own input, my biggest wishlist item is more transformations, but I know more are being worked on, so... yay! And mg biggest complaint is that it feels like a lot of times, it is easy to build up a strong deck, especially via strength and shield increases, but bad draws can quickly ruin you when the baddies get too strong. Skill issue, I know. Also the lack of poison counterplay apart from "kill quicker" is a little ornery. The h-content feels a little lax, but I'll take what is there, especially if we get good scenes as boss rewards. Good 'ol carrot-on-a-stick gameplay.
Overall, its a fun game with promise and an ambitious developer. I'm lookin forward to more!
Don't worry about other people not giving constructive feedback, I have a tough skin ;P
I'm trying to balance the game from time to time, but currently I use my time to get to an ending of the game first :) Same goes for the visual improvements. I might add a cleanse card for the poison but I feel like heal cards are not bad either to counter the poison dmg.
I'm on the latest public Android build, and I can't input a name for my save file... Help if possible. Specifically, the keyboard isn't being pulled up on entering the text box
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Where do i use the cheat code?
Are you a patreon? It's only for patreon/subcribe star supporter...
Dam
Hi, I wanted to ask if adding the option of disabling the camera shake could be added to the menu. I overall like most of the new visual effects, but the camera shaking upon impact makes me dizzy to the point of not being able to enjoy the game.
Thanks and great job on the game :)
Thanks for the feedback, I will look into it if it is possible add it to the options easily!
Excellent game. There are lots of games obviously inspired by StS, and this is better than most I've played. The art is a little generic (AI I assume) but nice enough.
A couple of minor points - I did find the status markers (poison, strength etc) a bit hard to read. The symbols are very small and can get a bit lost in the character art. The numbers also tend to disappear into the background in snowy scenes. I 'd also like to see larger text generally, the tooltips are in a very small font.
Overall this is very good. The basic mechanics are not especially original, but are fairly well balanced and implemented. A solid, fun deckbuilder that I can see myself playing a good deal of.
Thanks for the feedback :)
I agree, that the tooltips and status/intentions are not perfect yet, I will improve them at some point!
Happy you like it!
Actually a pretty good game. I was able to beat it in one go, but it's still difficult enough to not need any balance changes. It obviously has a lot of gameplay mechanic inspirations from Slay the Spire, but there's still enough unique content that I can't say that it's stolen.
That said, there are some things I would like to see added. Just like in StS, I would like if you could see what the enemy intent is by hovering over it. It's always a guessing game, especially in boss fights where those intents are unique to the enemy.
But actually other than that, I can't really think of anything else. That's just how good this is. I like the special visuals mechanics you have around taking damage, and choosing different cards to your deck. It's a very nice experience overall, and while it does use AI art everywhere, I can understand it because the game is still good enough with it.
Just keep doing what you are doing, you clearly know what you're good at.
Thank you for your kind words <3
The tooltip on enemy intention info is on my to do list :)
Love the game, funny thing being I just played the undead set all day and came to post a comment only to find the dragon set out already.
Game's really fun already, though a few balancing issues to be had.
Spikes need to be buffed, and poison needs to be nerfed. Tried to make a spike build but I could never survive long enough to bring it to fruition. Spikes are just too inefficient since they deplete so quickly compared to how much they cost. You're better off just attacking instead of using them.
Healing also needs a rework, something like 2 uses before it's banished from play that fight but it also individually heals for more. I forget the name but there's that demon card that brings back all 0 cost cards, and I would use that to farm heals every battle. I still ended up losing to a frog girl that stacked 30 poison on me...
The beast set needs more defensive moves, something like a parry move that when used on an attacking opponent it reduces their dmg whilst dealing dmg. Pierce defense would also work nicely with the theme. A reflexive parry would also work amazingly, where for each attack you reduce the dmg and deal dmg.
Would also be nice to have prestige cards or something. Cheap/weak cards that you can bring into your next runs by removing others. Something like a 0 cost 5 dmg quickswipe attack. The starter deck is just too bloated with cards you want to remove quickly to keep the rng from filling your hand with inefficient cards.
Would also be nice if the mystery events are set to not repeat each other each map. I had a map filled with the pits and lost in them all. Ended up with 3 tentacles in my deck and lost against the boss.
You could also have achievement systems to unlock cursed auras on start that make the game harder but gives some unique bonus. Like enemies regen 1 hp per round, but you heal after each win: 10 for normal/ambush or 25 for elite. Another being you start each fight with 2 strength but also with 5 weak. Similarly 2 shield but 5 fragile. Another is you lose 1 gold each turn but gain 20% more rewards from fights.
Hello
Glad you like the game!
I agree with spikes from cards, but because I find it strong enough for enemies, I'll probably just increase the amount and not change how the effect behaves.
I feel like heal cards are strong enough, but I'll consider if I add a "remove X poison" on top of it. Poison has its place to counter block-decks etc. Every deck needs a weakness or it becomes boring.
I don't think the beast deck needs defensive moves. You can always go for some mystic cards etc. No one forces you to go 100% beast. An attack that also weakens could be fine though, but I'm not sure if it is needed in stage 1.
There are different starting decks for patreons. The free Version will stay with the basic starter deck for now.
There will be new events in stage 3 (they are not added yet). To counter the repeating events, I just need to add more events. This is currently only a time issue, I would love to have more events ;)
Achievements are planned in the future, but not currently. I might add a Cursed-Gamemode or something in the future after the game is finished. Starting relics that change each run will come soon though :)
Thanks for the detailed feedback!
B.
Enemy spikes are ok since they either have boss lv health or have teammates. Your own spikes though tend to run out before they do anything near as effective as just attacking them even once. Would be nice to be able to run them in the deck outside super late game when you already have everything else needed to stay alive. I don't think they need more spikes though maybe multipurpose them, like something where it also gives you a little bit of block to supplement your strats instead of being the leftover card you use when there's nothing else.
Heals...are rather weak tbh. Unless you're stacking them at every opportunity you just never have enough to keep up since there'll be times you just have to soak up 20+ dmg a turn. That kind of damage would need 3-5 cards to heal back, but that'd ruin deck rng early-mid game.
An antidote would be...ok-ish, but way too situational since only a low percentage of enemies use it, I'd recommend a remedy card or something like that which cleans up debuffs instead. It'd be useful against most enemies since they tend to spam weak, vulnerable, and fragile. There's also the new dragons that use burn. It's better to not pigeon hole cards so that more players can experiment with them in the deck.
A counter move for the beast deck is almost necessary if you go beyond lv 1 difficulty. I find that the enemies just put out way too much damage beyond lv 2 so you're forced to play too defensively, but I really like the beast auras early game.
Event wise I'd say to hardcode a non-repeat, I just had 2 runs in a row where all the events were the mirror. It was nice to find out those auras stack...though also unfortunately in one I then went through a gauntlet of full teams so they all got buffed, haha!
If you're open to suggestions on events you could have an investment aura, where it takes a portion of your reward each time but then gives it back 2x after beating the stage. Another is a vampire event where you feed them hp, and the more you give the stronger a card(s) you get back. There's also the idea of bartering with goblins where you hand over 2 cards or 75 gold and get a random card.
As a side note, it'd be great to have an 'exit to main menu' button somewhere instead of exiting the game outright. I lost quite a bit of progress and still can't quite get it back because that's what I thought the exit button would do.
I'm sooo looking forward to cursed gamemodes! I think the best one would be one for starting with a reduced deck: half the attacks and blocks, no buffs, etc. You start on hardmode but don't have to waste money on culling your deck for a while!
OOH a cursed deck! Where each card comes with a debuff, like attacks give you fragile and blocks weak, but then! You have a card that does something equal to your total debuffs! Cursed decks would be an amazing mechanic of it's own!
For now I increased the spike amount a bit and added the "antidote" to the heal cards. They will now heal for X and remove X poison and X burn. (this will be live in V0.2.6). If it is enough for the spike cards has to be seen. A cleanse Card is already in game and can be used on allies after V0.2.5. But it removes everything, including buffs.
I never had too many same events in a row. Keep in mind, that there are no new events in Stage 3 yet. I like some of your ideas and will take notes for when the time comes and I work on those things ;)
The Exit button should not remove any progress, so I don't quite know what you mean.
When I first unlocked the lv 3 difficulty after much luck, I did a test run but was failing miserably I wanted to try a full mystic build but because the game quits completely I lost all progress back to lv 0-1.
Later I regained it and made a couple lv 3 files, but it seems to never stick around after leaving the game. I even tried running a build up to the boss and quiting there but it won't let me keep the option for lv 3.
Idk why my luck is so terrible though, as the first event I get in a map almost always determines the rest of them. Worst of all is I get the same results each time I try them. Which is nice for a win streak of events, but it's scary for lost streaks.
Maybe you need to reset player preferences and start fresh in the Options -> Analytics. Sounds like it is not working correctly. It should stick around.
When the game is finished I definitely will ditch the online Save so it should become more stable, sorry about that.
There seems to be an issue with the beowser version. I don't have the keyboard pull up to enter a name on Android
Hey there,
The browser Version is not made for Android. You can use it on your PC or download the apk for android
It's a very difficult game
Hey, sorry if it is a bit on the harder side. You can set the difficulty to easier (than the default) in the beginning where you enter a name :)
Is there a way to be perma wolf girl after transformation for the run
no, you are forced to be transformed differently at the end of stage 2 again.
Will this be on Steam? :)
I plan to release the hand-drawn version on steam. But this will still take a long time...
My next games might be a bit shorter and even released to steam before this one.
I have a question, something that isn't really spelled out in game: is there a reason to go for hard fights? Do they drop more gold or better cards? If it's better cards, how much better? Also, could there be a way to know which enemy set they'll be from?
Yes they give more gold and give stronger elite cards. I think they are worth the risk if you are healthy enough. No, the set they are from is random, sorry.
The enemies having the ability to obscure what cards you have on your hand is ridiculous.
Thanks for the feedback. I don't think the ability from the demon set that obscure your cards for 1-2 turns is too strong.
- They use a turn themself
- You can still see your cards Targeting
- You can check your remaining deck to guess what cards you might have in the hand
I hope this helps you :)
Will the 0.2.3 be released to the public? Or at least a version with the bug fixes (even without the new content)
Hey there,
Yes the next Versions are uploaded here as well. Unfortunately the visual Transformations Bug was still not fixed in V0.2.3 because I could not find the cause for it. In V0.2.4 I found the issue and it will be resolved there. The bug is happening if you pick a Relic reward that gives or removes Cards from your deck after Stage 1. In case you want to avoid it, pick another relic.
Updates are happening all 1-2 Months (closer to 1 Month usually)
This is really solid for a One Man Dev team. As someone who enjoys 1. NSFW Games 2. Roguelike/lites and 3. DeckBuilders this is a really great start. The mechanic of adding another class to yours is super unique! I don't have a problem with the current AI art (I've seen some bits of the Art from Paetron so I know you've been working towards it), it actually looks better than most AI art I see on some games here. This game reminds me a lot of another indie NSFW DeckBuilder Roguelike game I played 100% and thoroughly enjoyed, called Last Evil which is 3D instead of 2D.
On the constructive side, I have to agree/echo a sentiment I saw in another comment that for an H-Game it feels too static. Needs more aspects to make it more appealing as an H-Game outside of nude art. If you don't want to go in that direction then you need to hard commit to making the deckbuilding in-depth, varied, and unique. Also, the attack animations for enemies could use a little work.
Plan on being a Paetron member for a month soon to get the newest build!
Also side note, do the taverns heal for a % of your max HP or is it a static number? If static it should be a % because when your max HP is 200+ after 2 elite rooms back to back, 25hp healing feels like a slap in the face.
Hey there, thanks for the feedback+support.
I'm not the best at animations yet and like you said I'm a 1 man team. I would love to have more porn animations but it currently would take too much time and I don't want to invest that for the AI "placeholder" version.
this is preety cool
is there new transformation in 2.2?
no, it will probably be added after most things of the stage are in place. I will write it into the changelogs and it will probably be its own update.
what is the heavenly set?
a new set in stage 3. You can check the changelog for details.
Game is solid. Although i have only played 1 round so far. I have an important note for UX concerns.
Playing Android 0.2.1 : I was completely unable to read any of the relic effects and any modified values on cards.
The hover to read is great on computer but when half or more of the text box is obscured by my finger, I can't read what the object does.
Secondarily, I'd like to be able to hover zoom on cards in hand during combat.
Yes I know that the game is not perfect yet for the Phone, I'll need to update it at some point (lacking the time currently).
if you tap the card in hand during combat it should be a bit better visible (no zoom tho).
Thanks for the feedback.
Is a good game
AI art, as many other folks have said, but I will argue that this is the proper use of it. A solo dev using them as placeholders.
I also appreciate the dev taking things in stride instead of getting too flustered. I see a lot of folks giving flak instead of anything productive and it makes me sad.
As for my own input, my biggest wishlist item is more transformations, but I know more are being worked on, so... yay! And mg biggest complaint is that it feels like a lot of times, it is easy to build up a strong deck, especially via strength and shield increases, but bad draws can quickly ruin you when the baddies get too strong. Skill issue, I know. Also the lack of poison counterplay apart from "kill quicker" is a little ornery. The h-content feels a little lax, but I'll take what is there, especially if we get good scenes as boss rewards. Good 'ol carrot-on-a-stick gameplay.
Overall, its a fun game with promise and an ambitious developer. I'm lookin forward to more!
Hey, thanks for the feedback :)
Don't worry about other people not giving constructive feedback, I have a tough skin ;P
I'm trying to balance the game from time to time, but currently I use my time to get to an ending of the game first :) Same goes for the visual improvements. I might add a cleanse card for the poison but I feel like heal cards are not bad either to counter the poison dmg.
I'm glad you like it overall!
I'm on the latest public Android build, and I can't input a name for my save file... Help if possible. Specifically, the keyboard isn't being pulled up on entering the text box
Never mind, I just closed and re-opened the game, it works